| Commit message (Collapse) | Author | Age | Files | Lines |
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The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
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Implements the LSL function llGetAttached().
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Add a reference for Windows builds
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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tries to stop a script that is not run by it
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The entire LSL API is now in the single, shared file
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api_Base.cs
This is for both engines. The OSSL function are still separate.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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Under both DotNetEngine and XEngine, if an agent's UUID
is passed as the parameter to llGetObjectMass(),
it throws an exception.
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LSL implementation files. Rename lots of stuff in XEngine for the same
reason. Move methods between interfaces. Just refactor stuff.
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Make ambiguous implicit conversion from LSLInteger to uint explicit
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all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
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code merging and transition to Shared/
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new style of parameter passing, using the IEventReceiver interface.
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of the types, located in OpenSim/Region/ScriptEngines/Shared/LSL_Tyoes.cs
Also changes the compiler in DotNetEngine to use that. You _will_ need to
let your region recompile all your scripts!
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between the engines again. Also, committed r60 in opensim libs with the
parser source changes.
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Thank you, tyre, for a patch that refactors LSL to use a unified set of
method signatures and type names, reorders methods and removes unused
and adds new method stubs.
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it was meant to. No functional changes, just better code
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* Exceptions can thrown by llGetOwnerKey()
* Thanks idb
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the language specifier. Makes language specifiers work again with
script engine specifiers.
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//XEngine: or //DotNetEnine: , optionally followed by a language
like //XEngine:lsl, and it will be run on the chosen engine.
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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The constants for llGetParcelDetails were missing
for DotNetEngine and XEngine.
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Thank you, idb, for a patch that fixes an overflow issue in casting
string -> int for both engines, and adds tests!
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The result of constants arithmetic can be a CLI type. This allows floating
point CLI types to be parsed out of lists properly.
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rather than a special one
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returns NULL_KEY on error now
- Conformance fix: If the notecard can't be found, shout on DEBUG_CHANNEL as the docs state
- Bug fix: Don't let llGetNotecardLine throw an exception on freshly created notecards
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* Might break something.. hard to say.. 0.o
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Change serialization to omit types it can't deal with.
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previous commit
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* On script rez, XEngine was taking an m_scripts lock and then later on an m_parts lock when looking for a part by local id
* In the meantime, a scene object being deleted would take an m_parts lock and then later on try to take an m_scripts lock when it tried to trigger script removal
* There may be better ways to resolve this, but I believe that in general, we must always take an m_parts lock before an m_scripts lock
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Guard against NaN being returned from llRotBetween. Return a zero rotation
if the result is NaN.
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